• The Facepunch Model Ports and Hacks Thread V5 - NEVER GONNA BE A REQUEST THREAD
    2,432 replies, posted
It's honestly about time someone considered taking a look into maybe porting over those DoI models.
I really like the effort and detail that NWI put onto them, they look really nice. But they need more work than just texture work, since they use Insurgency's same rig, they are a little more bigger than usual, making most of the stuff look small on them. I'll to firstly get them to show up in Gmod, then I'll let others manage the scale issue
Been reskining older gmod props and guitar hero models for the past year. [img]http://i.imgur.com/LJ7Gdc1.jpg[/img] [img]http://i.imgur.com/N0Bpv3l.jpg[/img] [img]http://i.imgur.com/j8MU6R7.jpg[/img] some stuff has ugly repeating textures I can't hide too well but I might release these so there's more instrument shit
So, tanks? [t]https://i.gyazo.com/84f2900ddd419fe6d3f1f827ba593907.png[/t] [t]https://i.gyazo.com/549deccf9f130e0ee3959a13a0e19feb.png[/t] [t]https://i.gyazo.com/3ef72261abab4db7bec4c701f2e3400f.png[/t] AW porting is fun
[QUOTE=DatCheez;52040273]So, tanks? AW porting is fun[/QUOTE] Few tons of pure democracy right there. Danny "Blackjack" Li in one of my artworks (he looks much better in dark environment): [t]http://orig14.deviantart.net/e708/f/2017/089/2/9/_sfm__black_market_by_jacob_lhh3-db41osz.png[/t] Right now I'm working on specialists from MP, but I have issues with Erin "Battery" Baker.
Problems solved. Only, because I'm lazy as fook and I didn't removed "useless" files from my backup hard drive, including files from open beta. xD [t]http://i.imgur.com/nI3YmrY.png[/t]
Heya all, i've released beta-pack of Lords of the Fallen models. Additional info's here [URL="https://facepunch.com/showthread.php?t=1556946"]https://facepunch.com/showthread.php?t=1556946[/URL] [T]http://i.imgur.com/ZOIG0Df.jpg[/T]
[t]http://orig10.deviantart.net/4d94/f/2017/091/7/8/_sfm__erin___battery___baker_by_jacob_lhh3-db49xwj.png[/t] Finished. Materials looks slightly different, but I'm too lazy to make second preview picture.
[QUOTE=DatCheez;52040273]AW porting is fun[/QUOTE] We already have [url=http://steamcommunity.com/sharedfiles/filedetails/?id=875924096]one[/url], except you'll do better textures and more bodygroups/variants.
[QUOTE=Jacob_LHh3;52044066]Finished. Materials looks slightly different, but I'm too lazy to make second preview picture.[/QUOTE] How did you import the head without it crashing 3ds due to so many face bones? And how did you color the armor?
[QUOTE=Gazyi;52044321]We already have [url=http://steamcommunity.com/sharedfiles/filedetails/?id=875924096]one[/url], except you'll do better textures and more bodygroups/variants.[/QUOTE] He's porting the new model that is coming out. The one we have right now is the old model.
[QUOTE=F T;52044981]How did you import the head without it crashing 3ds due to so many face bones? And how did you color the armor?[/QUOTE] I'm using XNLara extension (which can be loaded into Blender). It will "break" the skeleton, so no possibility of using animations on that, but it still works as good model for artworks. When it comes to the textures, I've explained that few posts ago: textures are from Open Beta (2015). [QUOTE=Jacob_LHh3;52042134]Problems solved. Only, because I'm lazy as fook and I didn't removed "useless" files from my backup hard drive, including files from open beta. xD[/QUOTE]
Well, I did technically get them to 'show up' [IMG]http://i.imgur.com/5Ay974P.jpg[/IMG] I don't really know what causes them to be white, I've changed the unrecognized shaders to VertexLitGeneric and removed those parameters that Gmod can't handle, but now everyone looks like this... The model above is the US Paratrooper, wich has gloves on it... The other models that don't have gloves, actually show their hand textures, but only their hands ,the rest is still white...
I would say that something is still wrong with VMTs. Maybe show us gloves and hands VMTs. Someone probably will know what to do.
Nomad and updated Battery: [t]http://orig06.deviantart.net/015f/f/2017/092/f/1/_sfm__erin___battery___baker_by_jacob_lhh3-db49xwj.png[/t] [t]http://orig10.deviantart.net/748c/f/2017/092/0/0/_sfm__tavo___nomad___rojas_by_jacob_lhh3-db4e5f2.png[/t]
[t]https://i.cubeupload.com/6nC6ZR.jpg[/t] Why am I still wasting my time on these?
[QUOTE=rama2299;52046827]Well, I did technically get them to 'show up' [IMG]http://i.imgur.com/5Ay974P.jpg[/IMG] I don't really know what causes them to be white, I've changed the unrecognized shaders to VertexLitGeneric and removed those parameters that Gmod can't handle, but now everyone looks like this... The model above is the US Paratrooper, wich has gloves on it... The other models that don't have gloves, actually show their hand textures, but only their hands ,the rest is still white...[/QUOTE] If you are able to overcome all obstacles and get a bit of a beta test going, I'll gladly test the fuck out of them :v:
[QUOTE=rama2299;52046827] [IMG]http://i.imgur.com/5Ay974P.jpg[/IMG] [/QUOTE] I've had this problem before. [url]https://facepunch.com/showthread.php?t=1547909[/url] I made a thread on it cause it was happening to all the models I ported. I don't know for you. But it fixed for me.
Updated beta pack with all shields, usable by player: [T]http://i.imgur.com/0hpdDGi.jpg[/T] [T]http://i.imgur.com/8MzP6mZ.jpg[/T] [T]http://i.imgur.com/Wt6Uogt.jpg[/T] [T]http://i.imgur.com/bKkNSpP.jpg[/T]
This is how 'american_clothes.vmt' looks like: [code]patch { include "materials\models\player\shared_player_misc.vmt" insert { "$basetexture" "models\player\american\american_clothes" "$bumpmap" "models\player\american\american_clothes_normal" "$phongexponenttexture" "models\player\american\american_clothes_exp" "$roughnessmultiplier" "1.15" $metal 1 "$fuzz" "1" "$fuzzmultiplier" "0.15" } } [/code] You can see that it includes another VMT file (shared_player_misc.vmt), here's what it looks like: [code]"SurfaceGGX" { "$phong" "1" "$phongTint" "[1 1 1]" "$phongFresnelRanges" "[.3 .3 1]" "$phongdisablehalflambert" "1" "$phongboost" ".4" "$detail" "vgui/white" "$detailblendfactor" "0" "$detailscale" "2" "$rimlight" "1" "$rimlightexponent" "35" "$rimlightboost" ".1" "Proxies" { "CauseOfDeath" { "resultVar" "$detail" } } } [/code]
Yeah, you'll have to pretty much redo all those VMTs since that branch of Source uses some wacky custom stuff Gmod doesn't support. I believe someone else posted a fix earlier in this thread.
I see what's causing them to look white : [CODE]"$detail" "vgui/white" "$detailblendfactor" "0" "$detailscale" "2"[/CODE] remove it
The blend factor is 0, though.
Wait a minute, Fredrika told you how to fix it on that same page: [QUOTE=Fredrika;52028178]Your better off making your own vmts as stuff like "$roughnessmultiplier" and "$fuzzmultiplier" arent in sfm or gmod source, but use basetexture, bumpmap and the exponent lines as a base for the new vmt [code]"VertexLitGeneric" { "$basetexture" "models\player\german\german_clothes" "$bumpmap" "models\player\german\german_clothes_normal" "$phongexponenttexture" "models\player\german\german_clothes_exp" "$phong" 1 "$phongboost" 1 "$phongfresnelranges" "[1 1 1]" } [/code] mess with fresnal ranges and phongboost, etc[/QUOTE] Did you do this? Your last post seems to imply you're still using the original ones. Just copy/pasting the VMTs from that game won't work, because like we said they use a ton of custom stuff Gmod doesn't support and plus their format is different. Use the above template and tweak the boost and fresnel values to your liking.
[QUOTE=Fredrika;52048399]Are you using vtfs straight from the game? because you really gotta export and import them again that was a problem with CS:GO iirc? and i think insurgency[/QUOTE] Yeah I'm using straight from the game, but Insurgency guys didn't had that error, I did the same proccess and they showed up no problem on Gmod. But I believe that's because DoI uses a slighthly newer Source version and the models have some other properties that weren't available before. I'll try that then, import and export again [editline]2nd April 2017[/editline] [QUOTE=Hauptmann;52048370]I see what's causing them to look white : [CODE]"$detail" "vgui/white" "$detailblendfactor" "0" "$detailscale" "2"[/CODE] remove it[/QUOTE] I thought that was the problem too, I removed that from the VMT's but it didn't do nothing
It's using the patch shader; which means the lines in it's vmt add to in addition to or replacing existing lines from the vmt originally referenced. I don't believe patch even operates in most branches of source. Garrysmod included. So really you have to merge both into one. They look relatively simplistic save for a couple fuzz lines you can't fake anyway so it won't be too hard. [code]"VertexLitGeneric" { "$basetexture" "models\player\american\american_clothes" "$bumpmap" "models\player\american\american_clothes_normal" "$phongexponenttexture" "models\player\american\american_clothes_exp" // $metal 1 // No idea what this does but if the exponentmask are set up anything similar to recent pbr engines you can fake metalness. // If it's just a global metalness value that makes it even easier. "$phong" "1" "$phongFresnelRanges" "[.3 .3 1]" "$phongboost" ".4" "$detail" "vgui/white" "$detailblendfactor" "0" "$detailscale" "2" "$rimlight" "1" "$rimlightexponent" "35" "$rimlightboost" ".1" "Proxies" { "CauseOfDeath" { "resultVar" "$detail" } } } [/code] Doesn't really need the detail lines and proxy anyway but I left them in regardless. Probably still going to look messed up to a point but it will be progress.
So should I try to grab the parameters in 'shared_player_misc.vmt' and put them into the clothing VMT's, so that way it doesn't has to depend on two different files?
[QUOTE=rama2299;52048757]So should I try to grab the parameters in 'shared_player_misc.vmt' and put them into the clothing VMT's, so that way it doesn't has to depend on two different files?[/QUOTE] Pretty much. I posted the results of doing so above as an example but you could just copy them directly to see what happens.
[QUOTE=BlueFlytrap;52048769]Pretty much. I posted the results of doing so above as an example but you could just copy them directly to see what happens.[/QUOTE] Alrighty, gonna try that for the Americans first, if that works, I'll apply it to the other factions. I'll let you all know how it goes when I finish. Thanks for the help btw
Well there we fucking go, finally [IMG_thumb]http://i.imgur.com/OuEoFnY.jpg[/IMG_thumb][IMG_thumb]http://i.imgur.com/rosKXCc.jpg[/IMG_thumb] Now I'll fix the other factions VMT's and mess with the phong [editline]2nd April 2017[/editline] [QUOTE=SergerantJoe;52048540]Wait a minute, Fredrika told you how to fix it on that same page: Did you do this? Your last post seems to imply you're still using the original ones. Just copy/pasting the VMTs from that game won't work, because like we said they use a ton of custom stuff Gmod doesn't support and plus their format is different. Use the above template and tweak the boost and fresnel values to your liking.[/QUOTE] I did now and it works. The code I posted is the original, I tweaked too much stuff to the point that I deleted everything and started from 0 again :vs:
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